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Dark Venture box art

Dark Venture

Players

1-4

Time

60-90

Age

12+

Weight

2.64

Rating

7.07

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Replay value

Dark Venture has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience for players.

Luck profile

Dark Venture has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Dark Venture is a retro, story-based, adventure card game where players construct a twisting narrative to explore a dystopian future with their heroes, completing quests to win the game. Pursue your destiny through the ravaged wilds of Darkgrange where magically-mutated creatures prowl the grounds of every seemingly abandoned building and stretch of dilapidated roadway. From writings found on the deceased body of the hero, Torgon the Hunter: "We are the new rulers of the Earth and this is our struggle against one another. We venture into the darkness, the uncertainty, ambling through the ruins of progress every day. We live the repercussions of the events that spun civilization backwards while propelling the remaining inhabitants forwards along various inconceivable and diverse refractions. The world has unquestionably become a new, peculiar and merciless place." Players maintain a hand of LOCATION, ITEM and CHARACTER cards, playing them on their turn by spending ACTION POINTS. LOCATIONS are played and attached to the map, then descriptive story entries are read that set up actions to be triggered and decisions to be made. ITEMS, including weapons, magical artifacts, armor and potions, can be placed from a player's hand into their heroes inventory for them to use. Players may want to play other CHARACTERS from their hand to complete a quest or thwart an enemy. Competitive: A player's goal in the main COMPETITIVE game mode is to gain the MOST QUEST POINTS over the course of a day, 12 game rounds, tracked on a QUEST TRACK, which can take about 60-90 minutes to play. Cooperative: In the COOPERATIVE mode, players work, fight, move and complete their quests together to each get a set number of quest points before the end of the day, in 12 game rounds. Solo: In the SOLO mode, players can choose to play a short game of 6 game rounds, attempting to get a set number of quest points before lunch, or a full game of 12 game rounds, attempting to get even more quest points before the end of the day.

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